Would someone please post a practical method for 360° rotations?

Strange as it sounds, when I try to rotate an object 360°, whether I use the mouse, or enter the numbers manually I am dumbfounded to watch the program rotate to 180, then actually reverse rotate all the way backwards to the next keyframe… effectively taking the longest possible path to the next position. Had I a 180° keyframe from 0°, and then a 190° keyframe… Blender would completely spin the object 350° to get to it. On what planet does that make any sense?
(Yes it’s been frustrating)

I suspect there is an esoteric method that makes no sense, but works wonderfully. Could someone please post it?

*I would also genuinely be interested in a technical explanation of why anyone thought this behavior was a good idea, when designing the code.

Mind checking what kind of rotation you use? Open the N-Panel and under Rotation there is a dropdown. Or just manually enter a number for a rotation there and keyframe it and tell what it does.

Any kind. Seriously… For what I’m doing I just want any method that works.

(And thanks in advance!)

For a constant rotation add two rotation keyframes and set the extrapolation mode to Linear in the graph editor

Demo: http://screencast.com/t/Mgg7p5NuNZpy

Alternatively for a single rotation set the start and end values in the graph editor. You can set the specific values for each point in the properties panel (N)

Strange as it sounds, when I try to rotate an object 360°, whether I use the mouse, or enter the numbers manually I am dumbfounded to watch the program rotate to 180, then actually reverse rotate all the way backwards to the next keyframe… effectively taking the longest possible path to the next position.
If i keyframe frame 1 at 0 degrees and another frame at 360 degrees, for me it rotates correctly, the full 360 degrees, not double back on itself.
Demo: http://screencast.com/t/9W7JpzNhdzd

If you have problems, supply a blend file

Try setting the halfway keyframe first, then adding the second rotation keyframe.

It’s very strange. I wouldn’t have believed it if told, but I was able to get it to rotate 360° with the [embarrassingly self evident] instructions. (Thank you for them!)

But now I just want to know this happens: (Because I’m positive that I’ve tried the above instructions before, and it didn’t work… It’s why I finally asked on the forums).

there you go: http://www.pasteall.org/blend/26560

play with alt-a, works nicely. what i did (in the dope-sheet):

-delete keyframe in the middle
-selected last keyframe, overwrite 0 with 360° (y-rotation), rmb>replace keyframes
-select both keyframes, select linear interpolation (shortcut T)
-moved first keyframe from 1 to 0
-loop playback works like a charm.

i hope i could help you :slight_smile:

http://static.zenimax.com/forums.bethsoft.com/public/style_emoticons/default/foodndrink.gif

Thanks blackdot (and to all) for the replies. This does help me out.

Moved from “General Forums > Blender and CG Discussions” to “Support > Animation and Rigging”